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Ambient lighting/reflection switching off when camera gets close.
I'm developing for VR but this is also observable in the game and scene views in the inspector. The scene is baked using the progressive method. Everything bakes and looks nice. Realtime lighting->realtime global illumination is switched off. mixed lighting->baked global illumination is switched on. Lighting mode is baked indirect. I have light probes covering most of the scene because we have vehicles moving through it. The scenery is all set to static.
Now, when we play, the scene looks fine - until you start moving. That default blueish reflection (the environment reflections that can be turned up and down in the lighting window) simply vanishes when you get within a certain distance of any object. Some objects suffer this closer than others.
I did some fiddling and this change of lighting even applies in the scene view - no matter how far the scene view is from the scenery in question (verifies that this is to do with the VR camera). If I disable the VR camera the lighting returns to normal. SO it's obviously a issue with the VR camera's position relative to objects.
Has anyone else suffered this or do you have any leads I can follow up?
In the image below you can see two shots. In the bottom shot the vehicle is very slightly closer to the tyres than the top shot. If I reverse back and shuffle forward at this distance the blue shading toggles on and off predictably at exactly the same point.
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